GGST/Testament/Combos: Difference between revisions

From Dustloop Wiki
Line 145: Line 145:
|| {{clr|4|2H}} > {{clr|3|f.S}} || Anywhere || 77 || - || KY || {{clr|1|Very Easy}} || Surprisingly useful due to {{clr|4|2H}} being -2 on block and covering a lot of range || [https://youtu.be/fV8T88JBUvk Video] || TBD
|| {{clr|4|2H}} > {{clr|3|f.S}} || Anywhere || 77 || - || KY || {{clr|1|Very Easy}} || Surprisingly useful due to {{clr|4|2H}} being -2 on block and covering a lot of range || [https://youtu.be/fV8T88JBUvk Video] || TBD
|-
|-
|| {{clr|4|6H}} > {{clr|4|236[H]}} (partially charged) > 66 {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} WS > 66 (delay) {{clr|5|j.D}} WB || Back to Corner || 225 || - || KY || {{clr|3|Medium}} || Sideswap combo to wallbreak utilising the partially charged [[GGST/Testament#Grave_Reaper|Grave Reaper]]. You might be able to end with 6H for better damage, though j.D is easier to use. || [https://youtu.be/Qj4Drnd67Io Video] || TBD
|| {{clr|4|6H}} > {{clr|4|236{H} }}> 66 {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} WS > 66 (delay) {{clr|5|j.D}} WB || Back to Corner || 225 || - || KY || {{clr|3|Medium}} || Sideswap combo to wallbreak utilising the partially charged [[GGST/Testament#Grave_Reaper|Grave Reaper]]. You might be able to end with 6H for better damage, though j.D is easier to use. || [https://youtu.be/Qj4Drnd67Io Video] || TBD
|-
|-
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|2|Easy}} || NOTES HERE || [Video] || TBD
|| COMBO || POSITION || DMG || TENSION || CHARACTER || {{clr|2|Easy}} || NOTES HERE || [Video] || TBD

Revision as of 18:07, 28 March 2022

Testament



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB = A.B.A
AN = Anji Mito
AS = Asuka R♯
AX = Axl Low
BA = Baiken
BE = Bedman?
BR = Bridget
CH = Chipp Zanuff
EL = Elphelt
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
JO = Johnny
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1


Combo Theory

Placeholder text

Twitter hashtag == https://twitter.com/search?q=GGST_TE&src=typed_query

Combo List

  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

Beginner Combo List

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K/2K > 2D > 236S Anywhere 95 SO, KY Very Easy K starter with lots of carrry Video TBD
COMBO POSITION DMG TENSION CHARACTER Difficulty NOTES HERE [Video] TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD

Combo List

Punch Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
66 5PPP/2PPP > 6P > ... Not Corner 62/58 +11% All Very Easy Works on all characters both standing and crouching, including Faust. Run momentum is required if you wish to land the 3rd P. 2P has less knockback than 5P, but also less damage, so if you're not point-blank you might wish to do 3 2Ps instead of 2 5Ps for more total damage. Video TBD
6P > 236S Anywhere 81 +9.5% KY Very Easy Only works at point-blank range, or with dash momentum. Video TBD
AA 5P > 236H > 66 5K > 6H > ... Anywhere 94 +15% KY Medium You can half-charge the 236H if the opponent is too high to be hit by the slash from Grave Reaper. Video TBD
AA 5P > 6H > 236236P > 66 c.S > 5[D] > 66 5K > 6H WS > [214S/H] or 214P Near Back to Corner 207 -40% KY Medium If your back is right to the corner, you won't be able to break the wall unless you're willing to spend another 50% tension. Video TBD


Kick Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K/2K > 2D > 236S Anywhere 95 SO, KY Very Easy K starter with lots of carrry Video TBD
5K/2K > 2D > 236H > 66 5K > 6H > 214S/214H Anywhere 139 +25%~ KY Medium There may possibly be an optimal decision between 214S/214H, the opponent seems to recover at the same time from both, but one rolls and the other knocks up. Needs some research. Video TBD
5K/2K > 2D > 236H > 66 5K > 6H > 236S WS > [214S] or [214P] Near Corner 176 +35%~ KY Medium End with 214P to enter neutral with the opponent in Stain State. Video TBD
Stain State 2K/5K > 66c.S > 6H > 236H > 214P Corner 145 25~ KY Easy Needs further testing, as with the 5D stain state combo the dash can be omitted but it makes the combo more consistent. Video TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Slash Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
c.S > 2D > 236H > 66 5K > 6H > ... Anywhere 146 TENSION KY Easy NOTES HERE Video TBD
c.S > 2D > 236H > 66 2K > 236S Anywhere 145 TENSION ? Medium Can be helpful in placing a succubus close to opponent Video TBD
CHc.S > 6H > 236[H] > 665K > 6H > 236S > WS > 214P Midscreen 226 35~ Ky Easy DP Punish/CH c.S confirm midscreen, gives a stain state wallbreak Video TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Heavy Slash Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
6H > 236[H] > 66 > c.S > f.S > 5H WS > 236S/236H Corner 226 +25% KY Easy 66 > c.S needs to be slightly delayed in order for the opponent to fall into it. Video TBD
2H > f.S Anywhere 77 - KY Very Easy Surprisingly useful due to 2H being -2 on block and covering a lot of range Video TBD
6H > 236{H} > 66 c.S > j.S > j.H > j.D WS > 66 (delay) j.D WB Back to Corner 225 - KY Medium Sideswap combo to wallbreak utilising the partially charged Grave Reaper. You might be able to end with 6H for better damage, though j.D is easier to use. Video TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Dust Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5[D]8 > j.H > j.S > jc > j.H > j.S > j.D > j.SS Anywhere 203 20% ALL Very Easy Simple and optimised BNB for all characters. Video TBD
5[D]8 > j.H > j.D > jc > j.H > j.S > j.D > j.SS Anywhere ~213 22% MA, AX, PO, FA, MI, ZA, RA, LE, NA, GO Easy On half of the cast, you can swap a j.S for a j.D and get away with it. There's no logic for these characters it works on, it just does. Video TBD
5[D]8 > j.H > j.D > jc > j.S > j.H > j.D > j.SS Anywhere ~212 22% SO, GI, IN Easy Sol, Giovanna & I-No Specific Route, swapping the j.S and j.H to make the previous combo work on their wonkier hurtboxes. Video TBD
5[D]8 > j.D > j.S > jc > j.S > j.H > j.S > j.DD Anywhere 208 21% KY, CH, AN, JC, HC, BA, TE Easy The rest of the cast needs a different route to squeeze in more j.D's. Starting with j.D makes the scaling a lot better than the basic BNB, but the rest of the route is vastly different in order to adjust for the pushback. Video TBD
Stain State 5D > microdash > c.S > 5K > 6H > 214P Corner 138 25~ KY Easy The microdash can be omitted however it makes the combo much more consistent, needs testing on different characters Video TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Throw Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
6D/4D > 5D Corner 89 TENSION KY Very Easy Other OTG options include 2K, c.S, 2S and 2D Video TBD
6D/4D > 66RRC > 236[H] > 66 5K > 6H > 236S WS > [214S] or [214P] Midscreen to Corner 157 or 154 -35% + Positive KY Medium Don't delay 236[H] after Red Roman Cancel Explosion. End with 214P to enter neutral with the opponent in Stain State. Video TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD


Special Move Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
214S/214H > 66RRC > 6H > 236[S] > 6H > 214P WS > 214S/214H WB Corner 202 -50% All Easy High/low mixup conversion for 50% meter. Does require a little spacing to not make Arbiter Sign whiff. Video TBD
COMBO POSITION DMG TENSION CHARACTER Easy NOTES HERE [Video] TBD

Navigation

Testament